outdated: 47.CG Vertex Shader
cg工具包下载地址。头文件、lib文件和dll文件放在指定的位置。
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struct appdata { float4 position : POSITION; float4 color : COLOR0; float3 wave : COLOR1; }; struct vfconn { float4 HPos : POSITION; float4 Col0 : COLOR0; }; vfconn main(appdata IN, uniform float4x4 ModelViewProj) { vfconn OUT; // Variable to handle our output from the vertex // Shader (goes to a fragment dhader if available) // Change the Y position of the vertex based on sine waves IN.position.y = ( sin(IN.wave.x + (IN.position.z / 4.0) ) + sin(IN.wave.x + (IN.position.x / 5.0) ) ) * 2.5f; // Transform the vertex position into homogenous clip-space (required) OUT.HPos = mul(ModelViewProj, IN.position); // Set the color to the value specified in IN.color OUT.Col0.xyz = IN.color.xyz; return OUT; }
代码如下,
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#ifndef GL_FRAMEWORK_INCLUDED #define GL_FRAMEWORK_INCLUDED #ifndef CDS_FULLSCREEN #define CDS_FULLSCREEN 4 #endif #include <windows.h> typedef struct { // Structure for keyboard stuff BOOL keyDown[256]; } Keys; typedef struct { // Contains information vital to applications HMODULE hInstance; // Application Instance const char* className; } Application; typedef struct { // Window creation info Application* application; char* title; int width; int height; int bitsPerPixel; BOOL isFullScreen; } GL_WindowInit; typedef struct { // Contains information vital to a window Keys* keys; HWND hWnd; // Windows handle HDC hDC; // Device context HGLRC hRC; // Rendering context GL_WindowInit init; BOOL isVisible; // Window visiable? BOOL hrTimer; // High resolution timer available DWORD lastTickCount; // Tick counter float timerResolution; } GL_Window; void TerminateApplication(GL_Window* window); // Terminate the application void ToggleFullscreen(GL_Window* window); // Toggle fullscreen / Windowed mode BOOL Initialize(GL_Window* window, Keys* keys); void Deinitialize(void); void Update(DWORD milliseconds); void Draw(void); #endif
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#include <Windows.h> #include <GL\glew.h> #include <GL\glut.h> #include "Previous.h" #define WM_TOGGLEFULLSCREEN (WM_USER+1) // Application define message for toggling // between fulscreen / windowed mode static BOOL g_isProgramLooping; // Window creation loop, for fullscreen / windowed mode static BOOL g_createFullScreen; // If true, then create window void TerminateApplication(GL_Window* window) // Terminate the application { PostMessage(window->hWnd, WM_QUIT, 0, 0); // Send a WM_QUIT message g_isProgramLooping = FALSE; // Stop looping of the program } void ToggleFullscreen(GL_Window* window) // Toggle fullscreen /windowed mode { PostMessage(window->hWnd, WM_TOGGLEFULLSCREEN, 0, 0); // Send a WM_TOGGLEFULLSCREEN message } void ReshapeGL(int width, int height) // Reshape the window when it's moved or resized { glViewport(0, 0, (GLsizei)(width), (GLsizei)(height)); // Reset the current viewport glMatrixMode(GL_PROJECTION); glLoadIdentity(); // Calcutate the aspect ratio of the window gluPerspective(45.0f, (GLfloat)(width) / (GLfloat)(height), 1.0, 1000.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } BOOL ChangeScreenResolution(int width, int height, int bitsPerPixel) // Change the screen resolution { DEVMODE dmScreenSettings; // Device mode ZeroMemory(&dmScreenSettings, sizeof(DEVMODE)); // Make sure memory is cleared dmScreenSettings.dmSize = sizeof(DEVMODE); // Size of the devmode structure dmScreenSettings.dmPelsWidth = width; dmScreenSettings.dmPelsHeight = height; dmScreenSettings.dmBitsPerPel = bitsPerPixel; dmScreenSettings.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT; if (ChangeDisplaySettings(&dmScreenSettings, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL) { return FALSE; // Display change failed } return TRUE; } BOOL CreateWindowGL(GL_Window* window) { __int64 timer; DWORD windowStyle = WS_OVERLAPPEDWINDOW; // Define window style DWORD windowExtendedStyle = WS_EX_APPWINDOW; // Define the window's extended style PIXELFORMATDESCRIPTOR pfd = { sizeof(PIXELFORMATDESCRIPTOR), // Size of this pixel format descriptor 1, // Version Number PFD_DRAW_TO_WINDOW | // Format must support window PFD_SUPPORT_OPENGL | // Format must support openGL PFD_DOUBLEBUFFER, // Must support double buffering PFD_TYPE_RGBA, // Request an RGBA format window->init.bitsPerPixel, // Select color depth 0, 0, 0, 0, 0, 0, // Color bits ignored 0, // No alpha buffer 0, // Shift bit ignored 0, // No accumulation buffer 0, 0, 0, 0, // Accumulation bits ignored 16, // 16bits Z-buffer (depth buffer) 0, // No stencil buffer 0, // No auxiliary buffer PFD_MAIN_PLANE, // Main drawing layer 0, // Reserved 0, 0, 0 // Layer masks ignored }; RECT windowRect = { 0, 0, window->init.width, window->init.height }; // Window coordiantes GLuint PixelFormat; if (window->init.isFullScreen == TRUE) { if (ChangeScreenResolution(window->init.width, window->init.height, window->init.bitsPerPixel) == FALSE) { // Fullscreen mode failed, run in windowed mode instead MessageBox(HWND_DESKTOP, "Mode Switch Failed.\nRuning In Windowed Mode.", "Error", MB_OK | MB_ICONEXCLAMATION); window->init.isFullScreen = FALSE; } else { ShowCursor(FALSE); windowStyle = WS_POPUP; // Popup window windowExtendedStyle |= WS_EX_TOPMOST; } } else { // Adjust window, account for window borders AdjustWindowRectEx(&windowRect, windowStyle, 0, windowExtendedStyle); } // Create Opengl window window->hWnd = CreateWindowEx(windowExtendedStyle, // Extended style window->init.application->className, // Class name window->init.title, // Window title windowStyle, // Window style 0, 0, // Window X,Y position windowRect.right - windowRect.left, // Window width windowRect.bottom - windowRect.top, // Window height HWND_DESKTOP, // Desktop is window's parent 0, // No menu window->init.application->hInstance, // Pass the window instance window); if (window->hWnd == 0) { // Was window creation a success? return FALSE; } window->hDC = GetDC(window->hWnd); if (window->hDC == 0) { DestroyWindow(window->hWnd); window->hWnd = 0; return FALSE; } PixelFormat = ChoosePixelFormat(window->hDC, &pfd); // Find a compatible pixel format if (PixelFormat == 0) { ReleaseDC(window->hWnd, window->hDC); // Release device context window->hDC = 0; DestroyWindow(window->hWnd); window->hWnd = 0; return FALSE; } if (SetPixelFormat(window->hDC, PixelFormat, &pfd) == FALSE) { // Try to set the pixel format ReleaseDC(window->hWnd, window->hDC); window->hDC = 0; DestroyWindow(window->hWnd); window->hWnd = 0; return FALSE; } window->hRC = wglCreateContext(window->hDC); // Try to get a rendering context if (window->hRC == 0) { ReleaseDC(window->hWnd, window->hDC); window->hDC = 0; DestroyWindow(window->hWnd); window->hWnd = 0; return FALSE; } // Make the rendering context our current rendering context if (wglMakeCurrent(window->hDC, window->hRC) == FALSE) { wglDeleteContext(window->hRC); // Delete the rendering context window->hRC = 0; ReleaseDC(window->hWnd, window->hDC); window->hDC = 0; DestroyWindow(window->hWnd); window->hWnd = 0; return FALSE; } ShowWindow(window->hWnd, SW_NORMAL); // Make the window visiable window->isVisible = TRUE; ReshapeGL(window->init.width, window->init.height); // Reshape our GL window ZeroMemory(window->keys, sizeof(Keys)); // Clear all keys /**************************************************************************************************************/ /**************************************************************************************************************/ if (QueryPerformanceFrequency((LARGE_INTEGER *)&timer)) { // High resolution is available window->hrTimer = TRUE; // Grab the starting tick value window->lastTickCount = QueryPerformanceCounter((LARGE_INTEGER *)&timer); // Grab the counter frequency QueryPerformanceFrequency((LARGE_INTEGER *)&timer); // Set the timer resolution 1.0f / timer frequency window->timerResolution = (float)(((double)1.0f) / ((double)timer)); } else { window->lastTickCount = GetTickCount(); window->timerResolution = 1.0f / 1000.0f; } /**************************************************************************************************************/ /**************************************************************************************************************/ return TRUE; } BOOL DestroyWindowGL(GL_Window* window) { if (window->hWnd != 0) { if (window->hDC != 0) { wglMakeCurrent(window->hDC, 0); // Setting current active rendering context to zero if (window->hRC != 0) { wglDeleteContext(window->hRC); window->hRC = 0; } ReleaseDC(window->hWnd, window->hDC); window->hDC = 0; } DestroyWindow(window->hWnd); window->hWnd = 0; } if (window->init.isFullScreen) { ChangeDisplaySettings(NULL, 0); // Switch back to desktop resolution ShowCursor(TRUE); } return TRUE; } // Process window message callback LRESULT CALLBACK WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { // Get the window context GL_Window* window = (GL_Window*)(GetWindowLong(hWnd, GWL_USERDATA)); switch (uMsg) { // Evaluate window message case WM_SYSCOMMAND: // Intercept system commands { switch (wParam) { // Check system calls case SC_SCREENSAVE: // Screensaver trying to start? case SC_MONITORPOWER: // Mointer trying to enter powersave? return 0; // Prevent form happening } break; } return 0; case WM_CREATE: { CREATESTRUCT* creation = (CREATESTRUCT*)(lParam); // Store window structure pointer window = (GL_Window*)(creation->lpCreateParams); SetWindowLong(hWnd, GWL_USERDATA, (LONG)(window)); } return 0; case WM_CLOSE: TerminateApplication(window); return 0; case WM_SIZE: switch (wParam) { case SIZE_MINIMIZED: // Was window minimized? window->isVisible = FALSE; return 0; case SIZE_MAXIMIZED: window->isVisible = TRUE; ReshapeGL(LOWORD(lParam), HIWORD(lParam)); return 0; case SIZE_RESTORED: window->isVisible = TRUE; ReshapeGL(LOWORD(lParam), HIWORD(lParam)); return 0; } break; case WM_KEYDOWN: if ((wParam >= 0) && (wParam <= 255)) { window->keys->keyDown[wParam] = TRUE; // Set the selected key(wParam) to true return 0; } break; case WM_KEYUP: if ((wParam >= 0) && (wParam <= 255)) { window->keys->keyDown[wParam] = FALSE; return 0; } break; case WM_TOGGLEFULLSCREEN: g_createFullScreen = (g_createFullScreen == TRUE) ? FALSE : TRUE; PostMessage(hWnd, WM_QUIT, 0, 0); break; } return DefWindowProc(hWnd, uMsg, wParam, lParam); // Pass unhandle message to DefWindowProc } BOOL RegisterWindowClass(Application* application) { WNDCLASSEX windowClass; ZeroMemory(&windowClass, sizeof(WNDCLASSEX)); // Make sure memory is cleared windowClass.cbSize = sizeof(WNDCLASSEX); // Size of the windowClass structure windowClass.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraws the window for any movement / resizing windowClass.lpfnWndProc = (WNDPROC)(WindowProc); // WindowProc handles message windowClass.hInstance = application->hInstance; // Set the instance windowClass.hbrBackground = (HBRUSH)(COLOR_APPWORKSPACE);// Class background brush color windowClass.hCursor = LoadCursor(NULL, IDC_ARROW); // Load the arrow pointer windowClass.lpszClassName = application->className; // Sets the application className if (RegisterClassEx(&windowClass) == 0) { MessageBox(HWND_DESKTOP, "RegisterClassEx Failed!", "Error", MB_OK | MB_ICONEXCLAMATION); return FALSE; } return TRUE; } int WINAPI WinMain(HINSTANCE hIstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { Application application; GL_Window window; Keys keys; BOOL isMessagePumpActive; MSG msg; DWORD tickCount; application.className = "OpenGL"; application.hInstance = hIstance; ZeroMemory(&window, sizeof(GL_Window)); window.keys = &keys; // Window key structure window.init.application = &application; // Window application window.init.title = "Resource File"; // Window title window.init.width = 640; // Window width window.init.height = 480; // Window height window.init.bitsPerPixel = 16; // Bits per pixel window.init.isFullScreen = TRUE; // Fullscreen? (set to TRUE) ZeroMemory(&keys, sizeof(Keys)); if (MessageBox(HWND_DESKTOP, "Would You Like To Run In Fullscreen Mode?", "Start FullScreen?", MB_YESNO | MB_ICONQUESTION) == IDNO) { window.init.isFullScreen = FALSE; } if (RegisterWindowClass(&application) == FALSE) { MessageBox(HWND_DESKTOP, "Error Registering Window Class!", "Error", MB_OK | MB_ICONEXCLAMATION); return -1; } g_isProgramLooping = TRUE; g_createFullScreen = window.init.isFullScreen; while (g_isProgramLooping) { // Loop until WM_QUIT is received window.init.isFullScreen = g_createFullScreen; // Set init param of window creation to fullscreen? if (CreateWindowGL(&window) == TRUE) { // Was window creation successful? // At this point we should have a window that is setup to render OpenGL if (Initialize(&window, &keys) == FALSE) { TerminateApplication(&window); // Close window, this will handle the shutdown } else { isMessagePumpActive = TRUE; while (isMessagePumpActive == TRUE) { // Success creating window. Check for window messages if (PeekMessage(&msg, window.hWnd, 0, 0, PM_REMOVE) != 0) { if (msg.message != WM_QUIT) { DispatchMessage(&msg); } else { isMessagePumpActive = FALSE; // Terminate the message pump } } else { if (window.isVisible == FALSE) { WaitMessage(); // Application is minimized wait for a message } else { // Process application loop tickCount = GetTickCount(); // Get the tick count Update(tickCount - window.lastTickCount); // Update the counter window.lastTickCount = tickCount;// Set last count to current count Draw(); // Draw screen SwapBuffers(window.hDC); } } } } // Application is finished Deinitialize(); DestroyWindowGL(&window); } else { MessageBox(HWND_DESKTOP, "Error Creating OpenGL Window", "Error", MB_OK | MB_ICONEXCLAMATION); g_isProgramLooping = FALSE; } } UnregisterClass(application.className, application.hInstance); // UnRegister window class return 0; }
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#include <windows.h> #include <stdio.h> #include <math.h> #include <gl/glew.h> #include <gl/glut.h> #include <GL/GLUAX.H> #include <mmsystem.h> #include <Cg\cg.h> #include <Cg\cgGL.h> #include "Previous.h" #pragma comment(lib, "legacy_stdio_definitions.lib") #define TWO_PI 6.2831853071 GL_Window* g_window; Keys* g_keys; #define SIZE 64 bool cg_enable = TRUE; bool sp; // Space pressed GLfloat mesh[SIZE][SIZE][3]; GLfloat wave_movement = 0.0f; CGcontext cgContext; // A context to hold our cg program(s) CGprogram cgProgram; // Our cg vertex program CGprofile cgVertexProfile; // The profile to use for our vertex shader CGparameter position, color, modelViewMatrix, wave; // The parameters needed for our shader BOOL Initialize(GL_Window* window, Keys* keys) { g_window = window; g_keys = keys; glClearColor(0.0f, 0.0f, 0.0f, 0.5f); glClearDepth(1.0f); glDepthFunc(GL_LEQUAL); glEnable(GL_DEPTH_TEST); glShadeModel(GL_SMOOTH); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); // Draw our mesh in wireframe mode for (int x = 0; x < SIZE; ++x) { for (int z = 0; z < SIZE; ++z) { mesh[x][z][0] = (float)(SIZE / 2) - x; mesh[x][z][1] = 0.0f; mesh[x][z][2] = (float)(SIZE / 2) - z; } } cgContext = cgCreateContext(); if (cgContext == NULL) { MessageBox(NULL, "Failed To Create Cg Context", "Error", MB_OK); return FALSE; } cgVertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX); if (cgVertexProfile == CG_PROFILE_UNKNOWN) { MessageBox(NULL, "Invalid profile type", "Error", MB_OK); return FALSE; } cgGLSetOptimalOptions(cgVertexProfile); cgProgram = cgCreateProgramFromFile(cgContext, CG_SOURCE, "CG/Wave.cg", cgVertexProfile, "main", 0); if (cgProgram == NULL) { CGerror Error = cgGetError(); MessageBox(NULL, cgGetErrorString(Error), "Error", MB_OK); return FALSE; } cgGLLoadProgram(cgProgram); position = cgGetNamedParameter(cgProgram, "IN.position"); color = cgGetNamedParameter(cgProgram, "IN.color"); wave = cgGetNamedParameter(cgProgram, "IN.wave"); modelViewMatrix = cgGetNamedParameter(cgProgram, "ModelViewProj"); return TRUE; } void Deinitialize(void) { cgDestroyContext(cgContext); } void Update(DWORD milliseconds) { if (g_keys->keyDown[VK_ESCAPE] == TRUE) { TerminateApplication(g_window); } if (g_keys->keyDown[VK_F1] == TRUE) { ToggleFullscreen(g_window); } if (g_keys->keyDown[' '] == TRUE && !sp) { sp = TRUE; cg_enable = !cg_enable; } if (!g_keys->keyDown[' ']) { sp = FALSE; } } void Draw(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); gluLookAt(0.0f, 25.0f, -45.0f, 0.0f, 0.0f, 0.0f, 0, 1, 0); cgGLSetStateMatrixParameter(modelViewMatrix, CG_GL_MODELVIEW_PROJECTION_MATRIX, CG_GL_MATRIX_IDENTITY); if (cg_enable) { cgGLEnableProfile(cgVertexProfile); // Enable vertex shader profile // Bind vertex program to the current state cgGLBindProgram(cgProgram); // Set the drawing color to light green (can be changed by shader, etc...) cgGLSetParameter4f(color, 0.5f, 1.0f, 0.5f, 1.0f); } for (int x = 0; x < SIZE - 1; ++x) { glBegin(GL_TRIANGLE_STRIP); for (int z = 0; z < SIZE - 1; ++z) { cgGLSetParameter3f(wave, wave_movement, 1.0f, 1.0f); glVertex3f(mesh[x][z][0], mesh[x][z][1], mesh[x][z][2]); glVertex3f(mesh[x + 1][z][0], mesh[x + 1][z][1], mesh[x + 1][z][2]); wave_movement += 0.00001f; if (wave_movement > TWO_PI) { wave_movement = 0.0f; } } glEnd(); } if (cg_enable) { cgGLDisableProfile(cgVertexProfile); } glFlush(); }
Thanks for Nehe's tutorials, this is his home page.